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java跳棋程序代碼 python跳棋代碼

JAVA編寫一個(gè)簡單的跳棋游戲

import java.awt.*;

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import javax.swing.JFrame;

public class JumpChess extends JFrame{

public JumpChess(){

setSize(800,800); setVisible(true);

setBackground(Color.pink);

}

public void paint(Graphics g){ g.setColor(Color.gray); int x=290; int y=140; int x1=330;

for(int row=1;row13;row++){ g.drawLine(x,y,x1,y);

x=x-20;

x1=x1+20;

y=y+30;

System.out.println(); }

int x2=110; int y2=230; int x3=90; int y3=260;

for(int row=1;row13;row++){ g.drawLine(x2,y2,x3,y3); x2=x2+40; x3=x3+20; y3=y3+30;

System.out.println();

}

int x4=510; int y4=230; int x5=530; int y5=260;

for(int row=1;row13;row++){ g.drawLine(x4,y4,x5,y5); x4=x4-40; x5=x5-20; y5=y5+30;

System.out.println();

}

int x6=510;

用java語言編出一個(gè)西洋跳棋盤

import java.awt.BorderLayout;

import java.awt.GridLayout;

import java.awt.event.ActionEvent;

import java.awt.event.ActionListener;

import javax.swing.JButton;

import javax.swing.JFrame;

import javax.swing.JPanel;

import javax.swing.JScrollPane;

import javax.swing.JTextArea;

public class Test {

public static void main(String[] args) {

JFrame frame = new JFrame();

JPanel boardPanel = new JPanel(new GridLayout(SCALE, SCALE));

final Cell[][] board = new Cell[SCALE][SCALE];

final JTextArea textArea = new JTextArea(15, 15);

ActionListener cellHandler = new ActionListener() {

public void actionPerformed(ActionEvent e) {

((Cell) e.getSource()).reverse();

display(textArea, board);

}

};

for (int i = 0; i board.length; ++i) {

for (int j = 0; j board[i].length; ++j) {

Cell cell = new Cell(i, j, false);

cell.addActionListener(cellHandler);

boardPanel.add(cell);

board[i][j] = cell;

}

}

display(textArea, board);

frame.add(boardPanel, BorderLayout.CENTER);

frame.add(new JScrollPane(textArea), BorderLayout.EAST);

frame.pack();

frame.setDefaultCloseOperation(JFrame.EXIT_ON_CLOSE);

frame.setVisible(true);

}

private static void display(JTextArea textArea, Cell[][] board) {

textArea.setText("");

for (Cell[] cells : board) {

for (Cell cell : cells)

textArea.append(cell.getText());

textArea.append("\n");

}

boolean value;

outter: for (int i = 0; i SCALE; ++i) {

value = board[i][0].value;

for (int j = 1; j SCALE; ++j)

if (value != board[i][j].value)

continue outter;

textArea.append("row " + (i + 1) + " has only " +

(value ? 1 : 0) + "s\n");

}

outter: for (int j = 0; j SCALE; ++j) {

value = board[0][j].value;

for (int i = 1; i SCALE; ++i)

if (value != board[i][j].value)

continue outter;

textArea.append("column " + (j + 1) + "has only " +

(value ? 1 : 0) + "s\n");

}

boolean flag = true;

value = board[0][0].value;

for (int i = 1; i SCALE; ++i)

if (value != board[i][i].value) {

flag = false;

break;

}

if (flag)

textArea.append("principal diagonal has only " +

(value ? 1 : 0) + "s\n");

flag = true;

value = board[0][SCALE - 1].value;

for (int i = 1; i SCALE; ++i)

if (value != board[i][SCALE - i - 1].value) {

flag = false;

break;

}

if (flag)

textArea.append("auxiliary diagonal has only " +

(value ? 1 : 0) + "s\n");

}

private static class Cell extends JButton {

private static final long serialVersionUID = 2653702443706288965L;

int row, col;

boolean value;

Cell(int row, int col, boolean value) {

this.row = row;

this.col = col;

this.value = value;

setText(value ? "1" : "0");

}

void reverse() {

value = !value;

setText(value ? "1" : "0");

}

}

private static final int SCALE = 8;

}

Java 跳棋的程序 急~~

先導(dǎo)入三個(gè)按鈕圖片?

正常顯示的圖片"Begin1.jpg"

鼠標(biāo)移動(dòng)到按鈕上時(shí)顯示的圖片"Begin2.jpg"

按下鼠標(biāo)時(shí)顯示的圖片"Begin1.jpg"

final ImageLoader imageBegin1 = new ImageLoader(sShell.getDisplay(), "Begin1.jpg");

final ImageLoader imageBegin2 = new ImageLoader(sShell.getDisplay(), "Begin2.jpg");

final ImageLoader imageBegin3 = new ImageLoader(sShell.getDisplay(),"Begin1.jpg");

創(chuàng)建按鈕?

lblBegin = new Label(parent, SWT.NO_BACKGROUND);

lblBegin.setImage(imageBegin1.getImage());

lblBegin.setBounds(70, 40, 75, 38);

為按鈕各事件寫入代碼?

lblBegin.addMouseTrackListener(new MouseTrackAdapter() {

public void mouseEnter(MouseEvent e) { //鼠標(biāo)移動(dòng)到按鈕上方

lblBegin.setImage(imageBegin2.getImage());

}

public void mouseExit(MouseEvent e) { //鼠標(biāo)從按鈕上方移開

lblBegin.setImage(imageBegin1.getImage());

}

});

lblBegin.addMouseListener(new MouseAdapter() {

public void mouseDown(MouseEvent e) {

if (e.button == 1) {//按下鼠標(biāo)左鍵

lblBegin.setImage(imageBegin3.getImage()); //在這里寫入單擊事件代碼

}

}

public void mouseUp(MouseEvent e) {

if (e.button == 1) {//釋放鼠標(biāo)左鍵

lblBegin.setImage(imageBegin2.getImage());

}

}

});

如圖所示,當(dāng)X坐標(biāo)為1時(shí),Y的坐標(biāo)只能為5,當(dāng)X坐標(biāo)為2時(shí),Y的坐標(biāo)可以5或6。于是我們建立一個(gè)數(shù)組:

final static private int[][] pos = {

{5,5}, //X坐標(biāo)為1,Y的上限是5,下限是5

{5,6}, //X坐標(biāo)為2,Y的上限是5,下限是6

{5,7}, //X坐標(biāo)為3,Y的上限是5,下限是7

{5,8}, //X坐標(biāo)為4,Y的上限是5,下限是8

{1,13}, //X坐標(biāo)為5,Y的上限是1,下限是13

{2,13}, //6

{3,13}, //7

{4,13}, //8

{5,13}, //9

{5,14}, //10

{5,15}, //11

{5,16}, //12

{5,17}, //13

{10,13}, //14

{11,13}, //15

{12,13}, //16

{13,13}, //17

};

在Position類中IsLegalPosition函數(shù)可以確定一個(gè)坐標(biāo)是否合法

public static boolean IsLegalPosition(int x, int y) {

if ((x 1) || (x 17)) {

return false;

}

if ((y pos[x - 1][0]) || (y pos[x - 1][1])) {

return false;

}

return true;

}

3. 棋盤類(ChessBoard)中棋子和坐標(biāo)的索引關(guān)系

?棋盤中所有Chess集合

private Chess[] chesses = null;//所有棋子對象都保存這個(gè)數(shù)組當(dāng)中

下面函數(shù)可以根據(jù)索引號(hào)返回棋子對象

public Chess getChess(int index) {

return chesses[index];

}

?棋子和坐標(biāo)的對應(yīng)關(guān)系

private Position[] chessesPosition = null;//所有棋子坐標(biāo)都保存在這個(gè)數(shù)組當(dāng)中

下面函數(shù)可以根據(jù)棋子對象或棋子索引號(hào)返回坐標(biāo)

public Position getPosition(Chess chess) {

return chessesPosition[chess.getindex()];

}

public Position getPosition(int index) {

return chessesPosition[index];

}

?坐標(biāo)和棋子的對應(yīng)關(guān)系

private Chess[][] chessesIndex = new Chess[17][17];//數(shù)組保存了17*17個(gè)棋子對象指針

下面函數(shù)可以根據(jù)棋子坐標(biāo)返回該位置上的棋子,如果沒有棋子返回Null

public Chess getChess(Position position) {

if (position == null){

return null;

}

return chessesIndex[position.getx() - 1][position.gety() - 1];

}

Java跳棋算法問題

這個(gè)其實(shí)和五子棋 象棋的尋址區(qū)別不大,都是最佳算法

其實(shí)主要看搜索深度的,我以前自己做過五子棋和象棋的java版本

有很多算法實(shí)現(xiàn) 你用alpha beta或者置換表都可以

驗(yàn)證做好的是最憂搜索+置換表+歷史啟發(fā),現(xiàn)在不寫那些了 代碼不好找 你去網(wǎng)上搜索五子棋人工智能就應(yīng)該有


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